Infiltration Mod Team - Weapon Pack ============================= version 1.5.1 May 2006 http://www.infmodteam.com i. Table of content i. Table of content ii. Disclaimer iii. About the Infiltration Mod Team 1. Installation and general configuration 1.1. Preparation 1.1.1 Requirements 1.1.2Pre-Installation 1.2. Installation 1.2.1. Installing using umod package 1.2.2. Installing manually 1.3. General configuration 1.3.1. General configuration for players 1.3.2. General configuration for server administrators 1.3.3. Weapon priority configuration 2. Uninstallation 3. General Usage 3.1. General console commands 3.2. General configuration files (enabling/disabling weapons) 3.3. Important information regarding flares. 4. Weapon & Tool specific section 4.1. INFMOD_M16A4 M16A4 Colt Assault Rifle 4.1.1. Credits 4.1.2. Description 4.1.3. Usage 4.1.3.1. Operation 4.1.4. Special requirements 4.1.5. Notes 4.2. INFMOD_AKM Kalashnikov AKM Rifle 4.2.1. Credits 4.2.2. Usage 4.2.2.1. Operation 4.3. INFMOD_FNFAL FN FAL Assault Rifle 4.3.1. Credits 4.4. INFMOD_HK416 - H&K 416 D10RS 4.4.1. Credits 4.4.2. Usage 4.4.2.1. Operation 4.5. INFMOD_M14DMR - M14 Designated Marksman Rifle 4.5.1. Credits 4.5.2. Usage 4.5.2.1. Operation 4.5.3. Notes 4.6. INFMOD_M4A1 SOPMOD M4A1 Rifle 4.6.1. Credits 4.6.2. Usage 4.6.2.1. Operation 4.6.3. Notes 4.7. INFMOD_M82A1 - M82 Barrett "Light Fifty" 4.7.1. Credits 4.7.2. Usage 4.7.2.1. Operation 4.8. INFMOD_M93R - Beretta M93R Pistol 4.8.1. Credits 4.9. INFMOD_MAG7 - MAG-7 Shotgun 4.9.1. Credits 4.10. INFMOD_MicroUzi - IMI Micro Uzi 4.10.1. Credits 4.10.2. Usage 4.10.2.1. Operation 4.11. INFMOD_MP5A2 - H&K MP5A2 4.11.1. Credits 4.12. INFMOD_Nades - M83, M7290 and new M67 4.12.1. Credits 4.12.2. Description 4.12.3. Anti-Cheat Tool 4.12.4. Configuration 4.12.5. Usage 4.12.5.1. Operation 4.10.6. Known Issues 4.13. INFMOD_NightVision Night vision system 4.13.1. Credits 4.13.2. Description 4.13.3. Usage 4.13.3.1. Special console commands 4.13.3.2. Operation 4.13.4. Special requirements 4.13.5. Known Issues 4.14. INFMOD_OICW - XM-29 OICW 4.14.1. Credits 4.14.2. Description 4.14.3. Usage 4.14.3.1. Operation 4.14.3.2. Special console commands 4.14.4. Special requirements 4.15. INFMOD_Binoculars 4x30 Compact Binoculars 4.15.1. Credits 4.15.2. Description 4.15.3. Usage 4.15.3.1 Operation 4.15.4. Notes 4.16. INFMOD_UDAR U-94 UDAR (Double Action Revolver) 4.16.1. Credits 4.16.2. Description 4.16.3. Usage 4.16.3.1. Operation 4.17. INFMOD_VSSV VSS Vintorez Supressed Sniper Rifle 4.17.1. Credits 4.17.2. Description 4.17.3. Usage 4.17.3.1. Operation ii. Disclaimer The members of the Infiltration Mod Team create these weapons solely for their own interest and enjoyment. The weapons in this pack will NOT be updated unless any major show-stopping bugs occur, as the team is now working on other projects and aren't interested in whether some people think a weapon is unrealistic. If you don't like them, don't use them. If you really don't like them, ask the server administrators to disable them. None of the members of the Infiltration Mod Team can be held responsible if your computer explodes while using this weapons pack, if you get beaten up over an argument on whether the weapons are realistic, or under any other circumstances. iii. About the Infiltration Mod Team The Infiltration Mod Team is a group of the Infiltration community brought together to create additional content for Infiltration, mainly concentration on new weapons. This pack is a collection of weapons created for the Infiltration modification for Unreal Tournament (the original). Even though the Infiltration Mod Team is mostly moving on to new projects, not related to Infiltration, some members have been dedicated in finishing and releasing the material available for Infiltration. 1. Installation and general configuration 1.1. Preparation 1.1.1 Requirements Since version 1.4 of the Weapon Pack, some special requirements must be met or are highly recommended. First it is important to note that some parts of this package are very hardware intensive and require more computing and video power then Unreal Tournament or Infiltration will require on average. An intermediary or high end system is recommended for the use of the Night Vision system, but even for general usage. Many original design limits regarding texture size and model complexity have been pushed back to bring Infiltration close to modern games. Infiltration already requires higher computer specification than Unreal Tournament. You can expect this Weapon Pack to push these requirements even further up. Furthermore, the use of an OpenGL renderer is highly recommended, the use of Direct 3D will lead to visual errors with some models. The use of Chris Dohnals openGL renderer for Unreal Tournament is also suggested. Visit: http://cwdohnal.home.mindspring.com/utglr/ To use the Night Vision it is also important to have a system that allows precaching to be turned off. Without this, every time the night vision system is enabled or disabled the engine will precache all models. Today, with modern computers and video cards, precaching is generally not needed. See section 4.13.4. Special requirements on how to turn off precaching. 1.1.2Pre-Installation *** NOTE: TO AVOID CONFLICT please disable any previous versions of dukeNades and RollingM67 as an updated version is embedded within INFMOD_Nades - Failure to do so will result in GPF/Crashes of the game *** First, before installing this weapon pack, you need a working installation of Infiltration 2.9. Before installing the weapon pack, certain files must be removed and some mutators must be disabled. The following files should be removed from the Unreal Tournament system folder: ...\UnrealTournament\system\INFMOD_WeaponPack13.int ...\UnrealTournament\system\INFMOD_WeaponPack13.u ...\UnrealTournament\system\InfModWeaponPack1.int ...\UnrealTournament\system\InfModWeaponPack1.u ...\UnrealTournament\system\WeaponPack12Fix.int ...\UnrealTournament\system\WeaponPack12Fix.u ...\UnrealTournament\system\WeaponPack13.int ...\UnrealTournament\system\WeaponPack13.u Note removing these files could create a conflict with this Weapon Pack version. Not removing the .int files might cause very long delays when browsing the loadout menu interface. Make sure the following mutators are disabled when using the weapon pack: dukeNades RollingM67 Not doing so will result in a game crash. 1.2. Installation 1.2.1. Installing using umod package Run the umod file, and follow the instructions. The ServerPackages will be added to Infiltration.ini automatically. If the UMOD file is not associated, run it with 'UnrealTournament/System/Setup.exe install %1'. 1.2.2. Installing manually Extract all the files to your UnrealTournament directory, making sure to keep all the path names and replacing existing files. The files required for proper operation of the weapon pack are the following (all in the UT system folder): ...\UnrealTournament\system\INFMOD_AKM.u ...\UnrealTournament\system\INFMOD_Binocs.u ...\UnrealTournament\system\INFMOD_FNFAL.u ...\UnrealTournament\system\INFMOD_HK416.u ...\UnrealTournament\system\INFMOD_M4A1.u ...\UnrealTournament\system\INFMOD_M14DMR.u ...\UnrealTournament\system\INFMOD_M16A4.u ...\UnrealTournament\system\INFMOD_M82A1.u ...\UnrealTournament\system\INFMOD_M93R.u ...\UnrealTournament\system\INFMOD_MAG7.u ...\UnrealTournament\system\INFMOD_MicroUzi.u ...\UnrealTournament\system\INFMOD_MP5A2.u ...\UnrealTournament\system\INFMOD_Nades.u ...\UnrealTournament\system\INFMOD_Nades.ini ...\UnrealTournament\system\INFMOD_NightVision.u ...\UnrealTournament\system\INFMOD_OICW.u ...\UnrealTournament\system\INFMOD_UDAR.u ...\UnrealTournament\system\INFMOD_VSSV.u ...\UnrealTournament\system\INFMOD_WeaponPack.u ...\UnrealTournament\system\INFMOD_WeaponPack.int ...\UnrealTournament\system\INFMOD_WeaponPack.ini The files that have been changed or added since version 1.3.1 are: INFMOD_Binocs.u INFMOD_HK416.u INFMOD_M4A1.u INFMOD_M14DMR.u INFMOD_M16A4.u INFMOD_M82A1.u INFMOD_NightVision.u INFMOD_OICW.u INFMOD_UDAR.u INFMOD_VSSV.u INFMOD_WeaponPack.u INFMOD_WeaponPack.int INFMOD_WeaponPack.ini The files that have been removed from older versions are: INFM16A4.ini INFM16A4.u INFMOD_WeaponPack13.int INFMOD_WeaponPack13.u InfModWeaponPack1.int InfModWeaponPack1.u SOPMOD_M4.u WeaponPack12Fix.int WeaponPack12Fix.u WeaponPack13.int WeaponPack13.u 1.3. General configuration *** Weapon specific configurations will be discussed later on. *** This section describes general Weapon Pack configuration. This includes enabling and disabling specific features. 1.3.1. General configuration for players In the mutator selection panel, make sure the INFMOD_WeaponPack mutator is enabled. Without this, none of the weapons or equipment will work offline nor online. 1.3.2. General configuration for server administrators For proper server configuration, add the INFMOD_WeaponPack package to the list of serverpackages. It is NOT necessary to add any other packages to the server package list. It must also be enabled in the server mutator configuration, either directly or via MultiMut depending on the configuration of the server. The mutator class reference to use with MultiMut is INFMOD_WeaponPack.INFMOD_WeaponPack. 1.3.3. Weapon priority configuration If you want to start with a specific weapon in hand, you need to edit the weapon priority list in UnrealTournament/System/InfiltrationUser.ini, in the section [Engine.PlayerPawn] - higher numbers means higher priority. The weapons should be automatically added after starting a game with the mutator active and weapon selected. 2. Uninstallation To uninstall the ZIP version, you need to manually delete the following files (all found in UnrealTournament/System): INFMOD*.* 3. General Usage 3.1. General console commands A series of console commands is available to server administrators to enable or disable any feature from their server in-game. >mutate enable|disable AntiCheat M16A4 M93R MAG7 MicroUzi M4A1 MP5A2 AKM FNFAL Nades NightVision M14DMR M82A1 OICW UDAR VSSV Flares 3.2. General configuration files (enabling/disabling weapons) Any weapon can be disabled or enable server-side using the INFMOD_WeaponPack.ini configuration file. Furthermore, the Anti-Cheat features of the INFMOD_Nades package (see description below in the INFMOD_Nades section), can be enabled or disabled by setting bAntiCheat either to True or False in the INFMOD_WeaponPack.ini file. Also, the Night Vision equipment add-on can be enabled the same way with the variable bNightVision. Furthermore, the Flares (INFMOD_M4A1 and INFMOD_HK416) can be disabled altogether using the bFlares variable in the configuration file. The flares are restricted to a specific numbers of maps. These maps are set in the FlaresMaps[#] list. The list can contain up to 128 map names. In the event a server admin would like to enable flares on all maps, he can set the bFlaresOnAllMaps to true. However, it is highly recommended not to allow Flares on all maps. See section 3.3. for more information. 3.3. Important information regarding flares. The flares, implemented as ammunition types for the M4A1 and the HK416 M203 launchers, are, like many other features of this Weapon Pack project, pushing further the limits of the Unreal Tournament engine. When the UT engine was released, in 1999, in-game dynamic lighting was in its early childhood and was very simple. For long, using dynamic lights was not even possible in UT until the engine was updated. Nowadays, the dynamic light support is still a bit flaky and unstable. Any mapping errors or weird zoning might bring the rendering engine to a crash. Because of the large radius of the dynamic lights used for the flares, the change to encounter a situation that might crash the engine is quite high. For this reason, the use of flares is allowed only on a small numbers of tested maps. These maps are considered to be fairly stable with flares. Other maps might be tested and identified as stable in the future and maps already identified as stable might turn out to be not so stable after all. For this reason the list of maps where flares are allowed is .ini based to allow easy and fast update. Even on tested and stable maps, crashes might still occur. It is highly recommended to avoid flying around flares (in spectator mode or in ghost / fly cheat mode). Theses crashes have nonetheless been considered not serious. During testing, we crashed the engine countless numbers of time and never did it require a computer reboot nor did it affect any other running processes. All crashes were client-side only. The use of the flares can still lead to engine crashes, even on maps identified as stable. 4. Weapon & Tool specific section This section covers any weapon specific configurations, usage notes and so on. 4.1. INFMOD_M16A4 M16A4 Colt Assault Rifle 4.1.1. Credits Model by Dr.J, C.Inigo_Arpaia Skin by Kowalski, Dr.J (M4A1), C.Inigo_Arpaia Animated by Duke, C.Inigo_Arpaia Scripted by Duke, C.Inigo_Arpaia, geogob, UN17 Sounds by Crowze, Zeep, 4.1.2. Description This is the M16A4 5.56 assault rifle. It can be equipped with a 40 mm M203 grenade launcher that allows 3 types of 40mm grenades: - M406 Standard High Explosive (HE) - M680 Smoke - D1-SD High Explosive (HE) Incendiary The ladder sight is standard issue with the M203 grenade and is fixed on the heat-shield. The M16A4 weapon system can on adapted many different accessories on the RIS Rail System. The Trijicon RX01-14 reflex sight, with its amber dot design, gives excellent visibility in many conditions to the colorblind operators. Also available for this system, the AN/PEQ-2 IR Pointer/Illuminator permits easy and accurate target designation during night-time operation. The use of the IR Pointer requires use of night vision systems that are IR (Infra-Red) capable. Due to logistical problems, the AN/PEQ-2 IR Illuminator replacement diodes are very sparse and somewhat fragile. On most devices, this function has been disabled. The AN/PVS-4 Starlight Scope is a very versatile day/night scope capable of operation up to the near IR. With a 4x magnification factor, its probably one of the scope with the worse size-magnification ratio ever build. What this device lacks in magnification, it gains in versatility. Its light amplification system uses sophisticated variable gain, which permits relatively good adaptation in all lighting conditions. During bright daytime usage, the adjustable gain might not be sufficient to compensate for the intensity of the light. In that case, the daytime filter should be used to attenuate the light. This filter may also be used to reduce the saturation caused by bright lights during night time operation. Sadly, these attenuators are not transparent to IR light and will the use of the AN/PEQ-2 IR device difficult. Also available for this weapon system, a suppressor allows stealthy operation both during day and night engagements and allows easier use of night vision devices by attenuating the muzzle flash which may saturate the night vision systems amplification medium. 4.1.3. Usage 4.1.3.1. Operation The M16A4 operation is similar to the one of the well known M16A2. The SwitchWeaponMode key cycles through the rifle fire modes (burst and semi-auto). The M203 grenade launcher is used in conjunction with the flip-up ladder sight. Each step increments the range 50 meters, starting at 50 (50, 100, 150 and 200 meters). To select the M203, press the ActivateAttachment key. The flip-up ladder sight is instinctively raised when using the M203 launcher. To switch the ammunition type for the M203, while the M203 is selected, press the SwitchWeaponMode key while in hipped mode. To rotate through the range increments of the ladder sight, pres the SwitchWeaponMode key while in aim mode. The AN/PEQ-2 IR Pointer/Illuminator is activated with the ActivateAttachment key. Once activated, you need to activate an IR capable Night Vision system to see the laser. This device cannot be used with the M203 as it requires access to the top rail and free line of sight. Both conditions are not respected with the M203 attached to the rifle. The AN/PVS4 Starlight scope is a very complex day and night vision system. Its gain adjustment is automatic to accommodate most lighting conditions. When used in very bright light conditions, the automatic gain might not be sufficient. In that case the daylight filter should be used. To place the daylight filter on the AN/PVS4, while in aim mode, press simultaneously the Aim key and the SwitchWeaponMode key. Again, note that the daylight filter reduces saturation from bright lights a lot but blocks IR light as well. 4.1.4. Special requirements See INFMOD_NightVision, section 4.13.4 4.1.5. Notes Warning - burning victim becomes hazardous to other person(s). If you are hit by a 40mm D1-SD High Explosive (HE) Incendiary and catch fire, you have 3 choices: 1) Prone AND Move (without stopping) for about three seconds to put out flames, 2) Jump into a pool of liquid to stifle the fire, 3) Die. 4.2. INFMOD_AKM Kalashnikov AKM Rifle 4.2.1. Credits Model by N'Kenny Skin by Kowalski Sounds by Crowze Animated and scripted by Duke 4.2.2. Usage 4.2.2.1. Operation The AKM has two different magazine types. Use the ActivateAttachment key to switch between magazine types, as with the AKMSU in-game. 4.3. INFMOD_FNFAL FN FAL Assault Rifle 4.3.1. Credits Model by Bienlein Skin by Kowalski Sounds by Crowze Animated by Dr.J Scripted by Duke Script revision by geogob 4.4. INFMOD_HK416 - H&K 416 D10RS 4.4.1. Credits Model by Bushwack (MP5A2), Dr.J. (M4A1), C.Inigo_Arpaia Animated by Dr.J. (M4A1), C.Inigo_Arpaia Skin by Kowalski (M203, MP5A2), Dr. J (M4A1), C.Inigo_Arpaia, geogob Sounds by Crowze and Zeep Scripted by Duke (M4A1), C.Inigo_Arpaia Minor script revision by geogob Original Flare code by Freon 4.4.2. Usage 4.4.2.1. Operation The ADOG Aimpoint device has two modes: Normal fire mode and grenade mode. When using the M203 attachment, while aiming with the ADOG Aimpoint you can change the mode from normal to grenade mode with the SwitchWeaponMode key. This readjusts the zero of the Aimpoint for the 50 meters with the 40mm M203 grenades. This allows more precise short range grenade engagements. 4.5. INFMOD_M14DMR - M14 Designated Marksman Rifle 4.5.1. Credits Model by Dr.J Skin by Dr.J Sounds by Crowze and Zeep Animated by Dr.J Originally scripted by Duke Major script revision by geogob 4.5.2. Usage 4.5.2.1. Operation It can be very useful to use the high-ready mode when operating this rifle with a scope. To toggle between high-ready and the use of the scope, press simultaneously the Aim key and the ActivateAttachment key. To move from hipped to either high-ready or scope view, use the key Aim alone. 4.5.3. Notes The Leupold SPR tactical reticule can be used for range estimation using target soldiers as a reference. See www.leupold.com for more information on the use of the SPR Tactical reticule. 4.6. INFMOD_M4A1 SOPMOD M4A1 Rifle 4.6.1. Credits Model and animated by Dr.J Additional animations by C.Inigo_Arpaia Skin by Kowalski (M203), Dr. J, C.Inigo_Arpaia Sounds by Crowze and Zeep Originally scripted by Duke Major script revision by C.Inigo_Arpaia and geogob Original Flare code by Freon 4.6.2. Usage 4.6.2.1. Operation To use the ladder sight with the M203 attachment, to switch between given ranges, activate M203 and press the SwitchWeaponMode key in Aim Mode. The ranges are similar to the HK69. With yurch nades, the sights are zeroed for 50, 100, 150, and 200 metres. SwitchWeaponMode with M203 hipped mode switches between grenade types. 4.6.3. Notes The M203 attachment cannot be used as attachment at the same time as the flashlight. 4.7. INFMOD_M82A1 - M82 Barrett "Light Fifty" 4.7.1. Credits Model by ECale3 Skin by TBC Sounds by Crowze and Zeep Animated by Duke Originally scripted by Duke Major script revision by geogob 4.7.2. Usage 4.7.2.1. Operation The scope attached on the M82A1 rail has two magnification powers. Using the SwitchWeaponMode key, it is possible to toggle the scope power between 10x and 20x. The M82A1 can only be aimed and fired from the prone supported or crouched positions. Be aware that using this weapon in a position other then prone will lead to large recoil and rapid arm fatigue due to the weight of the weapon. Furthermore, due to its bulkiness, it is not possible to reload this weapon neither while sprinting nor jogging, nor when fast-moving crouched. It can be very useful to use the high-ready mode when operating this rifle with a scope. To toggle between high-ready and the use of the scope, press simultaneously the Aim key and the ActivateAttachment key. To move from hipped to either high-ready or scope view, use the key Aim alone. 4.8. INFMOD_M93R - Beretta M93R Pistol 4.8.1. Credits Model by NoFaTe Skin by Kowalski Animated and scriped by Duke 4.9. INFMOD_MAG7 - MAG-7 Shotgun 4.9.1. Credits Model by Acolyte Skin by Kowalski Animated and scripted by Duke Sounds by Crowze 4.10. INFMOD_MicroUzi - IMI Micro Uzi 4.10.1. Credits Model by Acolyte Skin by Kowalski Animated by Dr. J Scripted by Duke Sounds by Crowze 4.10.2. Usage 4.10.2.1. Operation Use the activate attachment key to switch between ammo types, as with the AKMSU in-game. 4.11. INFMOD_MP5A2 - H&K MP5A2 4.11.1. Credits Model by Bushwack Skin by Kowalski Animated and scripted by Duke Sounds by Crowze 4.12. INFMOD_Nades - M83, M7290 and new M67 4.12.1. Credits Models by ECale3 Skin and animated by Dr.J Additional animations by Duke Sounds by Crowze Originally scripted by Duke Major script revision by geogob 4.12.2. Description This mutator adds two grenade types: the M83 smoke grenade and the Model 7290 flash-bang. It is also an update of the M67 Fragmentation grenades. Furthermore, the INFMOD_Nades package contains an Anti-Cheat tool to prevent specific type of exploits (see below). 4.12.3. Anti-Cheat Tool A basic anti-cheat tool has been implemented into the INFMOD_Nades package. Its primary purpose is to check for some client-side settings that might interfere with the INFMOD_Nades or reduce/remove their effect. Other checks for client-side settings have also been added and more could be added in the future. At the moment, the tool can check if client have disabled either the Coronas or the Screen Flashes and if the client is using software rendering. If a client has coronas or Screen Flashes disabled, the server can do any of the following: Force the setting to be changed client-side, Warn other players on the server of the offense, Log the event in the server log and Kick the offending players. All those actions can be enabled or disabled individually (see INFMOD_Nades.ini details in configuration section below). A player cannot be kicked for using software rending, but the even might be logged or announced on the server. This should only be used for information purpose, because of know visuals exploit in software rendering. It is highly recommended to enforce the use of Coronas and Screen Flashes with the use of the Night Vision devices from this Weapon Pack and with the Flash Grenades. Not doing so will give a large advantage to players disabling these features and even hinder the correct working of some of the Weapon Packs add-ons. 4.12.4. Configuration The new grenades are very flexible. Although all settings can be changed (see INFMOD_Nades.ini below), the present settings have been tested and chosen as optimal. We do not recommend that server administrators change these settings. [INFMOD_Nades.INF_M83Body] Duration=70.000000 (smoke duration in seconds) SmokePeriod=0.400000 (time between smoke puffs in seconds) SmokeVariance=0.500000 (max time added to period in seconds) SmokerRadius=200.000000 (radial area for replacement to avoid smoke spamming, in unreal units, 48.0 uu = 1 metre) SmokeDensity=1.000000 (raise this value to decrease dissipating rate) DissipateTime=20.000000 (smoke puff dissipation time in seconds) MaxSmokeSize=20.000000 (somke puff size) [INFMOD_Nades.INF_M7290Body] BlastDamage=25.000000 (max damage done within HurtRadius) HurtRadius=480.000000 (damage and deafening radius in unreal units) EffectiveRadius=720.000000 (blinding radius in unreal units) [INFMOD_Nades.INFMOD_Nades] bEnabledM83=True (enable/disable M83 smoke grenades) bEnabledM7290=True (enable/disable M7290 flashbangs) [INFMOD_Nades.INF_flashbang] bTinitus=True (disable the tinitus sound effect for people with earing problems - CLIENT SIDE SETTING) [INFMOD_Nades.INFMOD_NadesAC] bKick=False (if true, client with offending settings will be kicked) bForce=True (if true, offending settings will be forced and changed on the client config) bWarn=True (if true, all offending clients will be reported on the server) bLog=True (if true, all offenses will be logged on the server log) bChkCoronas=True (check if clients have coronas disabled if true) bChkScreenFlashes=True (check if clients have Screen Flashes disabled if true) bChkSoftRendering=True (check if clients are using software rendering) tPeriod=5.000000 (verification period in seconds) 4.12.5. Known Issues The INFMOD_Nades package is not compatible with the base Infiltration 2.9 Rolling Nade mutators or with any earlier versions of the DukeNades. Enabling any of these mutators while the INFMOD_Nades mutator is active will result in a General Protection Fault (Crash). 4.13. INFMOD_NightVision Night vision system 4.13.1. Credits Model and Skin by theRoadStroker Code and Textures by geogob Laser code and textures contribution by UN17 Countless hours of headaches (aka. Testing) by geogob and UN17 Big thanks for the bits and pieces and suggestions from other coders that contributed: Olethros, Beppo, Duke, UN17, Lich, C.Inigo_Arpaia, Neabit and others... Thank you! 4.13.2. Description The INFMOD_NightVision mutator is a night vision system that is strapped on the head or helmet mounted. It can be activated at any time except when using weapons with which the night vision goggles might interfere. This light amplification device is very sensitive. It might be saturated by bright lights, muzzle flashes or when used in bright area or during daytime. 4.13.3. Usage 4.13.3.1. Special console commands The INFMOD_NightVision requires the following console command: >nvision This command toggles the night vision on and off. Note that you can bind this command to any keyboard key with the following command: >set input nvision 4.13.3.2. Operation To activate the Night Vision device, use the nvision console command. The night vision device must be in your loadout in order to be used (equipment category). Be aware that the night vision cannot be used with any scopes or ACOG that are not designed to be used with the night vision system. When aiming with such a device, the night vision will first be turned off. 4.13.4. Special requirements This section is very important. Read carefully5 The night vision effect used in this mutator was not originally intended in Unreal Tournament (1999). For this reason, this mutator and very hardware intensive, and its utilization is not recommended for low-end users. Night Vision effect is best achieved using Chris OpenGL driver for Unreal Tournament. A video card that can run Unreal Tournament without precaching is required! To disable precaching, you will have to edit the infiltration.ini file. Fine all lines with 3useprecache=true4 and change them to false. If you know which renderer you are using, you may change only the option for this renderer. *** NOTE: Backup your infiltration.ini before modifying it*** An alternative to modifying your infiltration.ini file manually would be to do the following. First, use the 3preferences4 console command. This will open an advanced preference window. Do NOT change anything without knowing what you do in there as you might render the game unusable. Expand 3Rendering4 and then the Section for the type of renderer you use (Direct 3D Support, OpenGL Support). There, set the variable 3useprecache4 to 3False4. Not doing so will result in preaching every time the Night Vision is enabled or disabled. 4.13.5. Known Issues Because of the way the Scoreboard and Server info menus are rendered, they interfere with the Night Vision mutator. For this reason, when you open either the scoreboard or the server info menu, the night vision will be turned off. There are few maps that are incompatible with the Night Vision. To this point it is not known exactly what causes this compatibility issue, but it seems to be related with the use of dynamic lights. Note that these maps are also incompatible with the base Infiltration 2.9 game. A few maps are known to have issues with dynamic lights. When using devices as this implementation of the NV (Not the one of the OICW or M16A4 AN/PVS4) or flashlights, these maps will tend to crash the rendering engine. Among the know faulty maps, we note DM-CargoUT.unr, EAS-INF-fmKasbah.unr, DM-Plattoon.unr, DM-INF-Swamprat.unr, EAS-INF-DS-NomadsLand.unr, EAS-INF-Ruin.unr. Most maps, and especially the official INF 2.9 maps, are very stable in general. 4.14. INFMOD_OICW - XM-29 OICW 4.14.1. Credits Model by C.Inigo_Arpaia Skin by Kyu Animations by C.Inigo_Arpaia Sounds by C.Inigo_Arpaia Scripted by C.Inigo_Arpaia Minor script revision by geogob 4.14.2. Description This is the Objective Individual Combat Weapon (OICW). This weapon system is composed of the XM-29 Kinetic Energy rifle and the XM-1018 20mm intelligent grenade launcher. The XM-29 has a magazine capacity for 30 rounds and the XM-1080 is a semi-auto grenade launcher with a magazine capacity of 6 rounds. The XM-1018 has a maximum fire rate of 15 rounds per minute and the XM-29 can be used either in single shot fire more or two round burst mode. The OICW system is equipped with a sophisticated ballistic computer that integrates a range finder for zeroing shots on the fly. It also has night vision capabilities and a 6x-10x magnification factor. 4.14.3. Usage 4.14.3.1. Operation The XM-1018 has 20mm grenades are intelligent grenades with onboard range measurement systems. They can be operated in 4 different modes: - Point Detonation (PD): The grenade will detonate on impact. - Point Detonation Delayed (PDD): The grenade will detonate after a short delay, allowing penetrate through certain types of walls an obstacles. - Windowed (WIN): The grenade will detonate at a preset range. - Air-bust (AB): The grenade will first bounce of the impact surface and explode in the air after a short delay. Note that all modes have a minimum arming range of about 40m. The XM-1018 is designed for long range engagements. If a grenade impacts before the arming distance, it will not detonate. If the set range is shorter then the arming distance, a grenade in mode WIN will not detonate. In mode PDD, if the wall to penetrate is too thick (e.g. the grenade does not penetrate enough to exit the other side) the grenade will not detonate. In the scope view, you have the following information: - Zoom Factor Rightside number - Rangefinder Bottom number - Adjusted Zero / Selected Range Red number - Weapon Status / Selected grenade mode Right side of Red number The following controls can be used with the OICW: * To change zoom factor : - PRESS and HOLD AIM and then HOLD SWITCHWEAPONMODE until desired zoom factor. * To readjust the zeroed range to the range indicated by rangefinder : - PRESS and HOLD AIM and then PRESS ACTIVATEATTACHMENT while IN AIM MODE. * To switch the grenade detonation mode : - SWITCH the weapon in XM1018 mode (PRESS ACTIVATEATTACHEMENT if in normal mode). - PRESS SWITCHWEAPONMODE to cycle through the available modes. - PRESS ACTIVATEATTACHMENT to confirm the selected mode and apply it. * To switch the camera mode (night/day) : - SWITCH the weapon in normal mode (PRESS ACTIVATEATTACHEMENT if in XM1018 mode). - PRESS and HOLD AIM and PRESS ACTIVATEATTACHMENT while IN HIPPED MODE. 4.14.3.2. Special console commands Range control console command :> OICWRangeInc is either "+" or "-" (without the double quote, and is an interger not larger then 1000.Calling this function with +VALUE will increment the zeroed range by VALUE and calling it with -VALUE will decrement de range by VALUE. VALUE is a distance in meters. For example, if you want to increase the zeroed range by 15 meters, do:> OICWRangeInc +15This is useful for fine tuning airburst grenades and is similar to the +/- buttons on the real OICW.Note that this command can be bound: > Set Input OICWRangeInc 4.14.4. Special requirements See INFMOD_NightVision, section 4.13.4 4.15. INFMOD_Binoculars 4x30 Compact Binoculars 4.15.1. Credits Model by Ecale Skin by Kow Animations by geogob Scripted by geogob 4.15.2. Description These 4x30 Compact Binoculars are light weight and take little space in the soldier inventory, yet allows him to have to quickly survey distant areas and identify targets to far away for easy identification. Although these compact binoculars dont have many features of their larger counter-parts, they gain with their small size and low bulk. 4.15.3. Usage 4.15.3.1 Operation To use the binoculars, when selected, simply press the Aim key to view through them. 4.15.4. Notes These binoculars have not been implemented with a 4x magnification, but rather with a magnification around 6x. Testing showed that 4x was of little use with the scale and base field of view used in Infiltration and on the UT engine. 4.16. INFMOD_UDAR U-94 UDAR (Double Action Revolver) 4.16.1. Credits Model by Acolyte Skin by Kow Sound by Zeep Animations by C.Inigo_Arpaia Scripted by C.Inigo_Arpaia and geogob 4.16.2. Description The U-94 UDAR is a very nice example of the Russian superiority in ridiculously overpowered small arms design. This 5 round double action shotgun revolver is design to shoot special 12.3 mm shotgun shells which are derived from down 32-gauge shells. The UDAR, know to be weak against armoured targets while using the 12.3 mm buckshot is distributed here with the AP Slug round variants. It consists of a 7.62 mm Armour Piercing Slug fired from the 12.3 mm cartridge. It has been designed for high stopping capacity against armoured targets. The UDAR AP Slug is capable of penetrating 5 mm thick steel plates from a distance of aimed fire. Its slow reload rate and lack of accuracy is well compensated by its very destructive power against flesh and armoured personnel. 4.16.3. Usage 4.16.3.1. Operation To reload the UDAR, press and hold the Reload key. If you wish to interrupt the loading process, release the Reload key. All shells, whether they are empty or not, are dropped out during reload process. The soldier might decide to pick the live rounds up after the reload process. 4.17. INFMOD_VSSV VSS Vintorez Supressed Sniper Rifle 4.17.1. Credits Model by Ecale Skin by Kow Sound by Zeep Animations by Duke Scripted by Duke and geogob 4.17.2. Description The VSS (Vinovka Snaiperskaja Spetsialnaya) Vintorez is another fine example of Russian firearm design. Used by the Russian Special Forces, this suppressed sniper rifle is ideal for short-range precision engagements as it is both silent and accurate. It can be used either in semi-auto mode or full auto fire mode, but only has a 10 round magazine which tends to run out quickly in full auto fire mode. The VSS Vintorez is both equipped with a PSO-1 scope and backup iron sights, which makes it a very versatile rifle. 4.17.3. Usage 4.17.3.1. Operation To switch between fire modes, use the SwitchWeaponMode key normally. To move from the hipped mode to the aimed view, use the Aim key normally. While in aimed view mode, you can switch between the use of the scope and the backup iron sights by pressing simultaneously the Aim key and the ActivateAttachment key. ======================================= INFMOD_WeaponPack V1.5 User Manual.Rev.2 geogob, May 2006. Parsed RTF file OK